RimWorld
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Repair in the Zone
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Mod, 1.3, 1.4, 1.5
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23 Thg04, 2022 @ 6:10am
13 Thg04 @ 2:55am
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Repair in the Zone

Mô tả
Makes pawns not stand outside their allowed area to interact with something that is within it.

If there is no available space that is in the area, then they will still stand outside.

Safe to add or remove at any point.
34 bình luận
Kathanon  [tác giả] 13 Thg04 @ 2:56am 
Updated for RimWorld 1.5.
Farbott 18 Thg03 @ 11:35pm 
well im gonna make the assumption that a mod that makes pawns not stand in disallowed tiles while repairing doesnt have very many connections to the mod which makes combat AI a lot more aggressive and smarter (the ones who DONT care about repairing, they are destroyers >:))
Kathanon  [tác giả] 29 Thg08, 2023 @ 6:52am 
Depends on exectly what code they replace. I only change the way the target square is chosen, but that is part of the pathfinding code.
Miguel V-DF 28 Thg08, 2023 @ 6:31pm 
I presume the code doesn't interfere with mods that change pathfinding like clean pathfinding 2, or CAI, but can anyone confirm?
Kathanon  [tác giả] 26 Thg07, 2023 @ 2:42am 
It applies to any area that the pawn is set to. If they are set to unrestricted, the it does not affect them at all.
Monkey Magic 26 Thg07, 2023 @ 12:33am 
Does this apply only to the "Home" zone then, or does it work on a building by building basis too? Would be nice to be able to repair a building from the inside when it's sweltering heat outside, even if it is well within the "Home" zone.
Kathanon  [tác giả] 10 Thg05, 2023 @ 3:15pm 
I think it would be better to make separate zones for each "island" for that.

Also, the change you are proposing would mean replacing or patching the vanilla pathfinding logic. Way to big a project for so little gain.
Nirahiel 10 Thg05, 2023 @ 10:07am 
Or, what if you make zones that are "islands", on purpose, for these man-hunters moments, and you really don't want spawns to step out of their assigned zone. If they have to step out to reach another point within the zone, they can't do it at all. If there are man-hunters animals outside, I don't want my pawns to exit their zone to do whatever they planned on doing, even if their destination is inside the zone too. If you can't get there without getting out of your zone, consider you can't get there at all. The floor is lava.
Kathanon  [tác giả] 15 Thg03, 2023 @ 5:42pm 
With the vanilla behavior, if you make your zones such that there is always a path from any allowed square to any other allowed square (basically that it is contiguous, plus that the walkable parts must also be contiguous), then they will always stay within the zone.

The issue with the vanilla logic, that this mod fixes, is that when repairing a structure that is in the zone, it just picks a random walkable square next to it to stand on, but does not check if that square is also in the zone.

If a structure is in the zone, but no free square next to it is walkable, then they will pick one that isn't. So, to get them to always stay in the zone, you need to make it contiguous as above, and also ensure that all structures in the zone have a walkable square next to it, that is also in the zone.
Kathanon  [tác giả] 15 Thg03, 2023 @ 5:42pm 
That would add more complexity than it is worth, I think.

The vanilla mechanic is that pawns can walk to any square in the zone that is walkable and can repair any building that is in the zone. They first choose a square to walk to, and then check if they can path there without leaving the zone. If they can't, they try again with no regard to zone.

If pawns are restricted to not pathing between zones, then any "island" part of the zone becomes useless, as the pawns can't get there. To fix that you would have to make the zone contiguous, which would negate the need for that limitation.